LITTER BAG - Cornell | ARLarl.human.cornell.edu/images/LITTER BAG design diary.pdf ·...

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LITTER BAG the chic way to raise environmental awareness Brandon Hoak, Julia Kan, Hannah Harvey, Francesa Diliberto design diary

Transcript of LITTER BAG - Cornell | ARLarl.human.cornell.edu/images/LITTER BAG design diary.pdf ·...

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LITTER BAGthe chic way to raise environmental awareness

Brandon Hoak, Julia Kan, Hannah Harvey, Francesa Diliberto

design diary

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contentsweek 1 - course organization and definitions week 2 - group formation / ideate / mind mapweek 3 - generate precedents / mood boardweek 4 - sketching / storyboardweek 5 - sort out options / morphological chartweek 6 - analogy & metaphorweek 7 - data gathering - surveyweek 8 - moneyshot!week 9 - prototyping pt.1week 10 - prototyping pt.2week 11 - app designweek 12 - adelphi studyweek 13 - final prototypingpresentation - deliverables & evaluationsreflection - thoughts & details & thanks

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9-1011-1213-1415-1617-1819-2021-2223-2425-26

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week - topic pg #

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course organization and definitions

2

week 1

“designers are engaged in process, not an end”

read the doomed earth catalog, and discussed the issues associated with climate change.

8.23.18

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week 2

3

group formation / ideate / mind map

In the first week our group was formed.

Before we began to ideate we decided on what subtopic of global warming we were going to tackle. We decided to focus on the problem of pollution, a subset of the larger issue of reliance on fossil fuels, plastic waste, and polluted ecosystems. From here we broke down the issue of pollution into the the macro parties who cause it: personal, industry, and medical. Next, we broke each of those cat-egories into three more based off of what is this source made of (see next page). After it was all mapped out we honed in on personal since this is something every person can easily be involved in, while having a positive impact. And out of the personal category we chose the issue of litter because it provides a way to do something positive, require a thoughtful ac-tion, and raise awareness all at the same time.

Out of this web of thoughts came the mani-festation of the litter bag: a pouch with all the following qualities that would enable people to pickup litter, store it, dispose of it properly, earn benefits, and teach other people.

• modular: fany pack, back pack, duffel, stor-age pockets

• transparent: customizable, raise awareness, display pollution

• inexpensive: affordable, accessible, subsidy• sustainability: recycled materials, dona-

tions, positive impact• portable: stickers, relatively small, light-

weight

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Insert: Design Cycle 1. Analyse: design goal/problem2. Synthesize: possible solutions3. Simulate: draw & model ideas4. Evaluation: design criteria5. Decision: acceptable or not

List of Requirements (requirements should be constantly updated and changed)

1. Structure based checklist2. Define requirements3. Identify knowledge gaps /: distinction

between demands & wishes4. Eliminate repetitive requirements /:

high/low level

3 Principles of IxD1. Early focus on users & tasks2. Creative design & empirical measure-

ment3. Iterative design

4 Basic Activities in the IxD Process: 1. Establishing Requirements2. Designing Alternatives3. Prototyping4. Evaluating

what we learned what we discussed

1. criteria

2. provisional design

3. expected properties

4. value of the design

5. approached design

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group formation / ideate / mind map

week 2

4

overarching issue related to global warming

macro sources of the problem

micro sources of the problem

pollution

industry

personal

medical

householdgarbage

food wastelitter

dyes - waterpollution

smogair pollution transportation

non-recyclates

biohazards

materials

8.28.188.30.18

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generate precedents / mood board

what we learned what we discussed

Part 1 • Ideation (aka conceptual design)• Generating Prototypes • Physical Computing

List of Strategies: 1. Mindmapping2. Storyboards3. Sketching4. Co-design5. Moodboards6. College7. Analogy & Metaphor8. Morphological Chart9. SCAMPER

week 3

5

9.04.189.06.18

Precedents:Before starting we listed some ideas of how we could raise awareness for the global climate crisis

We decided to focus on tackling the prob-lem of pollution, a subset of the larger issue of reliance on fossil fuels, plastic waste, and polluted ecosystems. In order to achieve this we decided on creating a wearable that would not only allow users to have a place to pick up and store litter they may find, but also a simple way of displaying their actions in order to raise awareness and create a global trend. We want-ed to do all of this, while offering an item that is chic and corture so that users would want to purchase it. It is from here that we derived our precedents:

Luxury Fanny Packs: Gucci Bag, Balenciaga

Bag, Patagonia Hip Pack

patagonia apparel

balenciaga fashion

gucci fashion

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generate precedents / mood board

week 3

6

9.04.189.06.18

free people fashion

patagonia apparel

hoak

diliberto

harvey

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week 49.11.189.13.18

7

Sketching was an imperative impart in con-veying to each other what we envisioned our product to look like. Each of us developed our own sketches, each with their own individual features. Francesca added the detail of a hole built for the insertion of a water bottle, while Brandon displayed multipurpose performances through slim wire molding. Although neither of these features were incorporate dinto the final product they gave us a lunching point for communication.

Along with the skething we developed story-boards. The storyboards extended the sketch-es in that they allowed for in action user to be seen. This was taken in two different directions as Hannah displays a triptic of city culture and its easy and chic obsession with such bag, ac-claiming a mass following. On the other hand Julia’s storyboard shows the litter bag in action as someone scoops down to pick up a piece of trash and put it in the bag. Additionally

sketching / storyboard

what we learned what we discussed

Storyboards• Series of sketches showing how a user

might interact with design productSketching

• Don’t be inhibited about drawing abilityAutomatic sketching Co-design (aka participatory design)

• invite target users to help design the project

Mood boards• Capture the desired feel of the envi-

sioned design• Develop an aesthetic (i.e. edgy, organic)

Collage• Create an image of your design from

found images (or physical things)Prototyping

• Different kinds: low versus high fidelity• Make things visible • Stakeholders interact

What to Prototype• form• technical aspects• expected “behavior of the artifact• display, controversial, critical aspects

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week 49.11.189.13.18

8

sketching / storyboard

above (clockwise): sketches of form, hoak; storyboard of little bits, kan; storyboard of market, harvey; storyboard of possible iteration, diliberto; sketches/storyboard of product in action, kan

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week 5sort out options / morphological chart

9.18.189.20.18

In order to construct the best model we began to use the ideation strategy of morpholog-ical chart. The morphological chart allowed for us to see a comprehensive set of multiple features and their variations. By breaking the model down into this fashion we opened up possibilities of not only how each aspect would function, but what combinations would also function best. Our options consisted of four major catgories: shape, material, incorpora-tion of little bits, and the reward given through participation. • For shape we broke it down into five sub-

categories to choose from: bucket back-pack, rectangular backpack (both backpack forms are specifically chosen due to their large openings up top), fanny/hip pack, sling bag, and satchel.

• For materials we broke it down into five subcategories to choose from: transparent plastic, transluscent plastic, opaque canvas, opaque cloth, and opaque leather.

• For the incorporation of Little Bits we broke it down into our subcategories to choose from (each combination uses a button input and battery): number counter, MP3 player, light sensor, and light meter.

• For reward we broke it down into five four to choose from: cash prizes, coupons, spo-tify, and raffle tickets

Ultimately we chose to go with the outcome of a transparent fanny pack that uses the button and number counter with the reward of “spoti-fy points.”

what we learned what we discussedIRB -Institutional Review Board for Human Participants

• “Protect rights and welfare of individu-als”

• Application form• Consent• Recruitment• Participants rights / getting consent• Informed consent forms, what’s being

done, how data will be handled• Design researchers must act responsibly

Interior Designers | Architects | UX Designers 52,000 61,000 80,000 24,000 77,000 100,000 Design Firms

• IDEO - positive impact through design• Frog Design - human centered• Siemens• Foster & Partners• Apple: human factors• Google• Facebook• Agile UX - quick UX

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Number outcome we liked:hoak & kan: A3 + B1 +C1 +D3diliberto: A2 + B2 + C1 + D1harvey: A3 + B5 + C1 + D3

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week 5sort out options / morphological chart

component

shape

material

little bits

reward

1 2 3 4 5

option number

bucket rectangular fanny pack sling bag satchel

transparent transluscent canvas cloth leather

b + # counter b + mp3 b + light sensor b + light meterb = button

cash prizes coupons spotify raffle tickets

a.

b.

c.

d.

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Co-design (hoak & kan):

• took 3 littlebits bags: cut 2 to fit each other for a bigger pouch [transparent front] - opening at top. taped.

• added little bag with opening/transparents for little bits [battery, button, & number counter]

• cut slits (2) in top of bag on either side and used a lanyard rope - slide through, made adjustable w/ paper clip!

Final outcome:A3 + B1/B5 +C1 +D3

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Name: Stacey Xu | Age: 21Occupation: Undergraduate Student in FSADAdditional info: Looks for sustainable fashion

Stacey Xu loves new fashion and follows both high end brands such as Gucci and Free People, but also loves the push towards sus-tainability such as Everlane Saitex Jeans. After seeing some of her Theta sorority sisters who is in ESS wearing the bag she purchased her own. She now uses it everday to keep her consistency points and earn free music! She plans to wear it this summer, while she interns at Levis in NYC.

persona

11

week 6analogy & metaphor / personas & scenarios

Analogy & Metaphor was - to my surprise - my favorite ideation strategy. It gave me an individual way to creative problem solve specific issues. More so, it opened options in the way our product can be viewed. For each example listed to the right we gave a specific problem: location to store litter, place to display litter, and way to track impact. For each of these we chose to identify similarities in the solu-tion through each problem with an object/body part: a human mouth, insect wings, and an alarm clock.

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what we learned / discussed

Name: Professor Thompson | Age: 60Occupation: Professor of Natural Resources (NTRES), and Resource InequalityAdditional info: Married; 2 kids in college

Dr. Thompson is a professor at Cornell Uni-versity specializing in NTRES and teaches courses focused on resource inequality. On his walk to Fernow Hall he often sees litter on the sidewalk. He tries to pcik up litter, but often doesn’t have enough hands or finds that it is too dirty and it will soil his work clothes. He’d pt it in his bag, but it will not fit, thus he needs the litter bag. Now that he is using it he enjoys its lightweigth, accesible pockets, and has modelled good behavior for his students. Now some of his student s in SNRC and ECO are using them for activism projects.

scenario

persona

scenario

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week 6analogy & metaphor / personas & scenarios

A Mouth:• sensual / round / flush• a TALKING point• visual connections to hip culture: Rolling

Stone’s Tongue, Roy Lichtenstein• swallows trash / litter• idea of transformation

A Wing:• clear / sleek /dynamic• fly!• chic and natural• accentuates curves

An Alarm Clock:• alarming / vibrant / commotion• a “wake up” call• classic design• attention grabbing - alert importance• sleek

problem: location to store litter

problem: place todisplay litter

problem: way to track impact

9.25.189.27.18

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week 7data gathering - survey

10.02.1810.04.18

what we learned what we discussed5 Key issues of any HCD study1. setting objectives for your HCD study2. identifying participants who to gather data

from3. relationship with participant - informed

consent4. triangulation - collect mre than one type5. pilot sudies

Observation:• Direct Observation

-field notes-controlled environment

• Indirect Observation-users records-written diary-audio & vidual recording & photos-smart phone “logging” app

Planning & Conducting Observations• How involved (passive/active)• Gain acceptance• Handle sensitive topics• How to collect data

-which equipment to use?-when to stp observing-data to collect

Ethgraphy - is a philosophy w/ a set of tech-niques that include participant observation and interviews; immerse themselves in the culture; outside to inside- Example: Keith Greene w/ Grafiti Artists in Newark

Quantitative AnalysisData expressed as numbers

Qualitative Analysis• Data primarily not expressed as num-

bers• Interviews, short answers

Pilot Studies• occurs early in research process before

the main study• small number of participants• determine research protocols• use vast amount• can’t participate in the main study

Robust • “functioning without failure under a

variety of conditions”• research “ sound” in its methods /

“confident” in approachResearch experiment

• help us predict the relationship be-tween two or more variables

Validity • extent to which a concept, conclusion,

or measurement is well founded and corresponds to the real world

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week 7data gathering - survey

10.02.1810.04.18

positive results!

issues that need to be resolved...

will people actually use it consistently? will people actually pick up the litter

should we just focus on the needs of the people who responded to using it?

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week 8moneyshot!

10.09.1810.11.18

what we learned what we discussedThe Ground Rules of this Course:

1. No answers in Design: lot about playing around (in the “sandbox”)

2. Designers embrace this unknowing. It’s what we do: this may unsettle you at first , but you may become a designer

3. Over many weeks, design an artifact - think, make, and test in different ways

4. P1: 9 ideation strategies (ways to think and make design)

5. P2: 9 evaluation methods (ways to design)6. Over many weeks: a. Offer 1 example of

9+9 b. Curate what you think is best c. make many, very quick, very cheap proto-types

7. Quizzed on basic concepts

Brilliant Designers are Good Communicators

Questionnaire Procedure:1. Based on your research questions,deter-

mine the topics you want to address2. Choose the form of response per question,

for example, closed, open or catgorical3. Formulate the questions4. Determine the question order, group similar

questions and make a clear layout5. Pre-test improve the Questionnaire6. Invite right respondants depending on the

topic: a random sample or selected respon-dants those who are knowledgeable about the topic and vary in age and gender

7. Present the results by reporting percent-age for answer options or using statistics to report mean results & test relationships between variables/questions

This was the week of the first presenta-tion. In order to prepar Julia and Bran-don met at Human Ecology Building and compiled ideation strategies, ideas, and photos to create the presentation. We filmed a video in which Brandon is seen walking down the HEB hallway and finds a piece of litter. With the litter bag on his hips, he picks up the trash, storing it, and clicks the little bit attachment button to decrease the overal number of pieces he must pickup today to pick his goal.

The photo to the right is an example of the money shot. It is the original proto-type made out of reused little bit packag-es.

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week 8moneyshot!

10.09.1810.11.18

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week 9prototyping pt.1

10.16.1810.18.18

what we learned what we discussedResearch through Design (R+D)• How to report on this process?• How to make design activity understandable & informa-

tive to others?

What is design research?“Work directed towards the innovation, intro, and improve-ment of products or processes.”What does design research deliver?

Something “outside the person” doing the researchSomething that can help another designer design

3 categories of design research1. Research for design2. Research into design

• historical • aesthetic • theoretical perspectives

3. Research through design• Materials• Development work (tools & processes)

Action research - where a research diary tells a step-by-step way

By ‘design research’ - research endeavor to produce knowl-edge to create artifacts of careful process of making (i.e. designing , prototyping, and & testing) contribution to knowl-edge“Design precedents” (for architects)

Iterative design process is informed by “design thinking” • Grounding - understand problem• Ideation• Iteration• Reflection

During this week, we ran an inclass prototyping session in which our team utilized duck tape, plastic bags, and cardboard to create two different itera-tions of potentional sizes for our final prototype. We generated these two dif-ferent kinds because most people differed on opin-ions with size. With these prototypes we were able gauge a more accurate opinion as well as obser-vations as to how the user functioned with our device.

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week 9prototyping pt.1

prototyping with ziploc

bags and duck tape: Hannah

models with prototype in all

the pictures: attaches to her

belt

what we discussed

10.16.1810.18.18

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week 10prototyping pt.2

10.23.1810.25.18

what we learned what we discussedEvaluations:

• continuous process• methods for evaluation are many of the

same methods we used earlier for iden-tifying users’ needs (e.g.) observation, interviews, & surveys)

• evaluations can focus on usability (US), experience (UX) & or other perfor-mance (efficacy)

Think-Alouds (Talk-Alouds): talk a loud as they interact with a prototype

• whatever comes to mind as they inter-act w/ the prototype

• Researchers can ask (not many) wues-tions along the way

• researchers take notes of what users say w/out judging the user (tell me what you think)

Cognitive walkthroughs• compared to talk alouds [specifically

identify usability issues] w/ the proto-type

• aim to track the user• focused on ease of use

Why: ensure users can use the product and like itWhat: sketch /drawings, physical prototypes (whole designs or part)Where: labs or natural settingWhen: throughout the decision process

When constructing our final prototype we looked at every single detail of the piece to ensure that it reflected what users desired as well as matching our goals of the project. Go-ing clockwise in relationship to the diagram on the page adjacent:

1. the adjustable waist band allows for max-imum comfort and maneuverability as different body sizes for interact with the product. It also opens up possibilities in wearing it in different ways such as around your waist or across your torso.

2. the zipper on top creates ease for the user in storing the litter, while locking in odors.

3. the transluscent material shows laypeople the litter in the bag, which raises attention and conversation for enviornmental issues at hand

4. the zipper on bottom is a specially added detail generated by our talk alouds and solidified by our adelphi study and survey results; its purpose to easily empty out the collected litter without reaching back in

5. the little bits help track the user’s goal, while showing others their incredible prog-ress

6. fashionable/designer exterior allows for the user to alternate between style and activ-ism and brand the trendy item

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week 10prototyping pt.2

fashionable designer print compliments the transluscent material

adjustable waist band for comfort and security

Little bits button and number counter. The number helps you keep track of the dai-ly goal you set, while showing your positive impact to others

Zipper on bottom, for easy release of litter

Collect Litter can be seen through translucent mate-rial for maximum awareness

Zipper on top, for easy storage of litter

Talk Aloud w/ Group 6 (Olivia Heim & Abigail Brown):• kind of skeeved• figuring out• likes size: on waist• needed help to push button

-solutions: out of bag/ directions to click

• liked a goal & go down: 2xns: beginners• notification on app when goal is reached• they LIKE it!

10.23.1810.25.18

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week 11app design

10.30.1811.01.18

what we learned what we discussedUsability studies - Why does this matter?

• Have prototype & want to make sure people can use it

• A usability study will suggest whether typical users can use your prototype

2 kinds of heuristic evaluations - identifies problems in using

- # of errors & kinds / how long it takes to perform task- comparison of alternate types

• Field studies (in the wild)• Usability studies (U.S.)

-Take place in a controlled lab-Focus on performance measures

• Nielsen’s heuristics for usability (10)1. visibility of system status2. match between system and world3. user control and freedom4. consistency and standards5. error prevention6. recognition rather than recall7. flexibility and efficiency of use8. aesthetic and minimal design9. help users recognize10. help and documentation

Test 5 Users and will get 75% of problems• In card sorting: test 15 users• In eye tracking: test 39 users if you want

stable heat maps• In quantitative studies: test at least 20

users to get statistically significant #’s

The app design done by Julia shows the beautiful effect keeping our earth clean has on nature. The motif of the app is the juxta-position between pieces of litter and leaves; for both these small, lightweight things hold magnitude in their role in the environment in two completely different ways. We then took this theme and ran with it for the app. The tracking feature for daily goals uses pieces of litter forming a pile to give a visual representa-tion of the user’s progress (Nielsen’s heuristic for usability - visibility of system status / and match between system and world). These principles were also applied to the track your progress calendar (in addition to consistency and standards). The flower that the user helps grow allows for them to recognize and docu-ment the progress on larger scale and mroe fun manner.

The app as a whole, acts as a basis to get tech users to engage with out product. It appeals to younger generations, and opens up pos-sibilities and branching oppurutnities to take the product in. Showing environmental facts about global warming and other environmen-tal concerns can help broaden users’ knowl-edge.

We took our app’s design theme and translat-ed it over into our logo. Our logo shows piec-es of litter falling into the litter bag and com-ing out the bottom zipper as leave; a direct translation of how the user’s actions will have a direct positive impact on the environment.

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week 11app design

clockwise starting above: calendar to keep track of daily goals met (leaf symbol-izing goal met & trash-can not); flower that translates progress into live action; env-iornmental facts; goal tracker with pieces of litter falling; home screen with music logo surrounded by trash and nature

10.30.1811.01.18

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week 12adelphi study

11.06.1811.08.18

Adelphi Study - 5 Questions

1. What size bag would you prefer? a. S - fanny pack b. M - avg. backpack c. L - duffel

2. What shape bag would you prefer? a. Rectangular b. Square c. Circular/Oval

3. What exterior would you prefer? a. 100% Designer - fashion b. 100% Transparent - activism c. 50/50%

4. Would you want a place to store other stuff in the bag?

Yes or No

5. Would you want he bag to have a liner? Yes or No

what we learned what we discussed

Delphi Method: you are developing a pro-totype and you want a group of people to converse on their response to it (to reach a consensus about it)

Quasi experiment: you might design and test an artifact that requires some understanding (com. literacy): when you test it you will need computer literate participants - not anyone

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week 12adelphi study

1. small2. circular3. aesthetic (i.e. de-

signer)4. yes5. yes to lining (re-

movable)

K1. backpack2. rectangle, in the same shape

as an average backpack3. all designer, don’t really want

to see the litter4. don’t imagine myself carrying

this around everyday so the additional pouch may not be necessary

5. yes, have a liner (5 strongly agree)

1. duffel, hold at the side of your hip, easy to access w/ trash

2. square? 3. blend! 75% designer, 25%

clear4. yes, place to store other

stuff5. 2, should have a liner -->

doesn’t need to be remov-able

1. small, easy to carry, can carry other things additionally (like backpack

2. circular/oval to be more er-gonomic on body

3. half designer/half cleargood for fashion/good for awareness

4. could be useful, but proba-bly not necessary since you would already have storage for phone

5. 5

S

ME

11.06.1811.08.18

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week 13final prototyping

11.13.1811.15.18

what we learnedAnalytics and Big Data-The user’s interactions are logged

Evaluation using analytic method for evaluat-ing user traffic through a system or part of a system

Crowdsourcing-running experiments online: quick, inexpen-sive, capture a large number of participants-generate big data-google forms, qualtrics, surveymonkey, ama-zon mechanical turk

Pitfalls: who is doing the survey?

SONA-predictive models - test usability-helpful in company different design alterna-tivesExample Fitt’s Law - law that predicts time required to rapidly move

LITTER BAGthe chic way to raise environmental awareness

Brandon Hoak, Julia Kan, Hannah Harvey, Francesa Diliberto

design diary

generate precedents / mood boardgenerate precedents / mood board

what we learned what we discussed

Part 1 • Ideation (aka conceptual design)• Generating Prototypes • Physical Computing

List of Strategies: 1. Mindmapping2. Storyboards3. Sketching4. Co-design5. Moodboards6. College7. Analogy & Metaphor8. Morphological Chart9. SCAMPER

week 3

5

week 3

6

9.04.189.06.18

9.04.189.06.18

Precedents:Before starting we listed some ideas of how we could raise awareness for the global climate crisis

We decided to focus on tackling the problem of pollution, a subset of the larger issue of reliance on fossil fuels, plastic waste, and polluted ecosystems. In order to achieve this we decided on creating a wearable that would not only allow users to have a place to pick up and store litter they may find, but also a simple way of displaying their actions in order to raise awareness and create a global trend. We wanted to do all of this, while offering an item that is chic and corture so that users would want to purchase it. It is from here that we derived our precedents:

Luxury Fanny Packs: Gucci Bag, Balenciaga

Bag, Patagonia Hip Pack

free people fashion

patagonia apparelpatagonia apparel

balenciaga fashion

gucci fashion

hoak

diliberto

harvey

Left:Design Diary

Above:Final Paper

Right:Final Poster

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week 13final prototyping

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11.20.18 -present presentation

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Problem & Proposal: Rate how well they explained why the design is needed & what the design doesEvidence: Rate how well the team made the case for their design, based on their research findingDesign Quality: Rate both the (2D, 3D, 4D) prototypes and the slide presentationVideo: Rate how compelling, convincing, and well done was the videoPoster: Rate how compelling, , and well done was the video

9.49.39.48.99.4

rating

Comments:• is there a better way to make sure that people are being honest how much litter they pick up //

because you could cheat the system in order to get rewards• loved it~• Shorten presentation• Your trash can looks like a cupcake :). Also- more explanation how photo is processed by app

(ik it’s wizard of oz, but need that connection!)• good explanation of why product is needed and app idea of growing plant is really cool to me.

actual graphic design of app a little simple, not sure if i like the only green and white• The presentation is a little bit long, but the product model is cool!• I like the annotated prototype in the presentation. Very clear! I love the hierarchy and white

space in the video• Add more context into the video.• i like the homeless people and government subside idea• Good Graphics!• this rocked• Presentation can be more concise• Loved idea, app design and presentation layout• I like the homeless reward idea!!• keep things more concise by saying the same information in less sentences.• distribute speaking more. explain more of the prototype not the app.• size options?

The conclusion to this long journey was our IRB training, presentations, and evaluations. The IRB training will be particularly useful in the future. The presentation went well, given the circum-stances, and showed resilience in group effort among the three of us: Julia, Hannah, and Bran-don. The evaluations reflect the hardwork and help us keep in mind what we can do to improve.

what we discussed

deliverables & evaluations

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reflection

Dear Keith & Jasmine,

Overall we are very proud of our project and hope to pur-

sue it in the future as an entrepreneurship ambition. It

embodies positive social impact, behavior change, and

consideration for the world community. This class gave us

very useful tools to continue this pursuit such as the ide-

ation strategies as well as the evaluation strategies. We

have already begun to apply them to our own life. I per-

sonally just attended an environmental conference and

was able to be knowledgeable when adults in the room

spoke of heuristic evaluations and Cornell’s IRB. I am very

thankful for those skills the class taught me. Thank you

Keith and Jasmine for helping us learn to develop our

own project in a very professional and holisitc manner.

Best,

Team 5

thoughts & details & thanks

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11.20.18 -present

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08.23.1812.12.18